He is a thing of myth and legend; his booming, eager laugh echoes across the wasteland, causing even the bravest raider to shit their pants. This behemoth is said to have drunk from a radioactive river which caused him to grow in size and strength. He carries a huge cleaver (1d10 damage) around, which he uses to rend flesh and meat from bone. Damage is enhanced against unarmored targets. If a target takes critical damage from the cleaver they lose a body part: Roll 1d8- 1) left foot; 2) right foot; 3) left leg; 4) right leg; 5) left hand; 6) right hand; 7) left arm; 8) right arm.

Mother Puss Bucket

BAD 15, DSS 10, MOXY 15, HP 30, AP 3

DRIVEN TO DO WHATEVER THE FUCK IT WANTS! CONVERSE, CORRUPT THINGS, BE AN OVERLORD, WHATEVER.

Some call them gods of the wasteland; others terrifying monstrosities. Mother Puss Buckets are horrible pulsating mounds of flesh that are found throughout the ruined world. They are super intelligent (usually) and patient. They like to snack on humans or mutated cows, but sometimes like to use humans as pawns in grander schemes. There are always 2d4 Flesh Vines that the Mother Puss Bucket uses in combat as well as their psychic abilities. Mother Puss Buckets know the following abilities (see page XX for descriptions): Brain Dead, Brain ‘Splode, Mind Control, Mind Bullets, Psi-Shield, Telekinesis. They can use their powers seven times per day before needing to rest.

Strange Mother Puss Bucket Feature- Roll 1d6: 1) Head of a beautiful woman attached to flesh mound; 2) Head that looks exactly like one of the characters attached to flesh mound; 3) Giant brain on a sick-looking stem attached to flesh mound; 4) Mound covered in thousands of eyes; 5) Massive single eye and mouth in center of flesh mound; 6) Bodies of dead humans form mouth, nose, and eyes.

Flesh Vines

BAD 10, DSS 7, MOXY NA, HP 3

DRIVEN TO SNATCH THINGS AND TAKE THEM BACK TO THE MOTHER PUSS BUCKET.

Tendrils of pulpy, pulsating flesh that snag victims and drag them back to the main body, the horrible Mother Puss Bucket. Targets take 1d6 damage from the tendrils and must succeed on a DSS test to avoid becoming snagged.

Robo-killer

BAD 10, DSS 12, MOXY 14, HP 14, AP 2

DRIVEN TO MAKE FLESHY THINGS SCREAM AND BLEED.

Robo-killers were designed to be assassins and murder machines (duh). A Robo-killer can sneak up on unaware targets. Make a Luck roll; if the result is 1-4 the robot has successfully snuck up on a target and damage with the first attack is enhanced. Robo-killers have laser beam eyes that deal 1d8 damage and ignores armor). Targets that take critical damage are vaporized. Motorized saw-hands deal 1d10 damage.